A lot of the current enemies function strangely in sideview areas. There should be a few special enemy types for sideview. An example of one such enemy would be a Goomba.
A lot of the current enemies function strangely in sideview areas. There should be a few special enemy types for sideview. An example of one such enemy would be a Goomba.
Do you mean Implement enemies such as the ones from Z4 (e.g Thwomp, goomba, an enemy fish)?
Hmm... Nothing to say here, so I won't. Apart from that.
The answer to your request is found in scripting, grasshopper.
For instance: to make the hoppy fellows you encounter in Error's Woods in Z2, just make a script that:
(1) Determines how many npcs are on the screen
(2) Checks each npc to see if its the enemy you want to hop. Set a flag for each enemy because we don't have arrays yet.
(3) While loop: if an enemy's flag is set, have the script move the enemy up and down in a hopping motion. Or just move it up and then let gravity take over.
but some people can't write scripts for the life of them, or haven't the patience to sit there and plan something and write it. Its like learning a foriegn language.
No me gusta usar ZScript, por favor.
Keeping something big a secret, in case it doesn't work out I can understand.
But he deliberatly drops little hints just to drive us mad.
or as C-dawg ALWAYS says: 'when in doubt, script!'
"If anybody says him/her/it without defining what they're talking about, the conversation is automatically about my p.e.n.i.s. :-D" - Wild Bill
"Design ideas come to me during fetid fits of masturbation." - C-Dawg
"I want to give NoeL a blowjob! ^_^" - Peteo
"The magic boob should be mine any minute!" - Koopa
"Suicide is the most sincere form of self-criticism" - My Film Professor
What we need is a totally idiot-proof tutorial for those that don't even know whan an argument is. (Me :p)
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